EXPERIENCE POINTS

Experience Points may be spent as per Fortune/Karma is the mashup wrinkle, here. To gain a level, you must spend them completely, reducing your total by the number required as per OSRIC. Start off a little tougher but luck’s a temptation so getting further may be harder. Award Experience Points as per OSRIC.

FIGHTER RANK

BASIC: For each level gained add to Fighter rank :

Fighter Classes: 10 Points

Cleric Classes: 8 Points

Thief Classes: 8 Points

Magic-User Classes: 4 Points

Then Look Up the Rank Range table above to see which row you use for rolling.

Advanced: The Rank listed in the table is your Row for combat rolls based on your best class.

Level

Fighter

Cleric

Thief

Magic-User

1

Fb (2)

Fb (1)

Fb (1)

Sh (0)

2

Pr (4)

Fb (2)

Fb (2)

Fb (1)

3

Ty (6)

Pr (4)

Fb (2)

Fb (1)

4

Gd (10)

Ty (6)

Pr (3)

Fb (2)

5

Ex (20)

Gd (9)

Pr (4)

Pr (3)

6

Rm (30)

Gd (14)

Ty (5)

Pr (4)

7

In (40)

Ex (18)

Gd (9)

Ty (5)

8

Am (50)

Ex (20)

Gd (13)

Ty (6)

9

Mn (75)

Rm (28)

Ex (17)

Ty (7)

10

Un (100)

In (38)

Ex (20)

Gd (8)

11

Un (105) +1 RS

Am (48)

Rm (27)

Gd (10)

12

Un (110) +2 RS

Am (55)

Rm (34)

Gd (12)

13

Un (115) +3 RS

Mn (65)

In (37)

Gd (14)

14

Un (120) +4 RS

Mn (75)

In (42)

Ex (16)

15

Un (125) +5 RS

Un (90)

Am (46)

Ex (20)

16

SX (130) +5 RS

Un (93) + 1 RS

Am (50)

Rm (26)

17

SX (135) +6 RS

Un (96) + 1 RS

Mn (63)

Rm (30)

18

SX (140) +7 RS

Un (98) + 1 RS

Mn (75)

Rm (33)

19

SX (145) +8 RS

Un (100) + 2 RS

Un (88)

In (36)

20

SX (150) +9 RS

+3 HP

Un (93)

In (40)

21

+5 HP

+3 HP

+2 HP

Am (46)

22+

+5 HP

+3 HP

+2 HP

+1 HP

WEAPONRY

In keeping with the static effect nature of 4CS, weapons do their max dice number in damage.

1d2 = 2 points

1d3 = 3 points

1d4 = 4 points

1d4+1 = 5 points

1d6 = 6 points

1d6+1 = 7 points

2d4 = 8 points

1d8 = 8 points

1d8+1 = 9 points

2d4+1 = 9 points

1d10 = 10 points

1d12 = 12 points

2d6 = 12 points

2d8 = 16 points

3d6 = 18 points

etc.

Unless otherwise stated it should be assumed that attack results use the Edged/Slashing column for results unless specifically going for flat of the blade/axe head type non-lethal options.

Non-proficiency penalties and usage as per OSRIC, each -1 is -1 Row Shift.

Endurance Adjustment to Fighter Rank Number per level: Good (14) +1, Good (15) +2, Excellent +3. Double this for Fighter Classes.

Surviving Resurrection and System Shock is a oo Row roll. For every rank under Excellent there is a five Row Shift penalty.

Reason points over 8 give you the ability to learn an additional language each.

An Intuition of Good gives you +1 Row Shift on Mental Saving Throws. Excellent is +2.

A Popularity of Good gives you +2 Row Shifts to Reactions and Loyalty. Excellent is +4.

OSERIP is going for a slightly more heroic flavour, so there are no penalties listed. If you would like a quick and dirty way to make things tougher, give a -1 Penalty for a Poor Rank and a -2 for a Feeble rank in the areas given above.

ARMOUR

So as per the OSRIC Effect on AC, Banded/Split is a 6 Row Shift penalty, Leather is a 2 Row Shift penalty, Plate is a 7 Row Shift penalty, etc. A Shield is a 1 Row Shift penalty.

HIT DICE

Give a monster 8 Hit Points per hit die listed. If 1d4 e.g a Kobold, give them 4 Hit Points. If 1 -1 then 7. If 1+1 then 9. 7+7 is 63. Etc. Attacks of the usual fighting variety do damage as per the weapons rules. 3d8 is 24 points of damage, 5d6 is 30, etc.